Aquamancy

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Cloud Sight

This spell is a part of the Distortion spell chain and rune stone. With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light.

N/A: Only 1 levels with this spell.

Armor Effect: Cloud Sight (Helmet only)

Allows the wearer to get a view of the floor map while in meditation.

20 Soul 2 1 floor or 1 square mile Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Mermaid's Gasp

This spell is a part of the Scorpion Jab spell chain and rune stone. This cruel spell causes the target to drown on air. The target must submerge its head (or however it breaths) in water to survive. If there is no water nearby, the target will protect the aquamancer  and beg the aquamancer to cast water spells such as drown upon it. If 3 rounds go by with no relief, the target passes out, but doesn't die. However, the spell is in effect for 4 rounds, so if the target gets within a body of water (or the spell Drown), the target will actually drown to death on the fourth round.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Scorpion Jab

This spell is a part of the Scorpion Jab spell chain and rune stone. With this spell you sharply pull away water from the target, replacing it with poison. This does instant damage of 4d20 and deals 1d12 poison damage per round until cured. There is no immunity to this poisoning.

Level 2 Upgrade: Increase inital damage by 1d20
Level 3 Upgrade: Increase poison damage by 1d12
Level 4 Upgrade: inflict Soul poisoning of 1d12 per round until healed.

Weapon Effect: Scorpion Jab

Critical Hit poisons target for 1d10 poison damage until cured. This is non-stacking.

15 Soul; +10 per level 1.5; 1 per level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Dry Spell

This spell is a part of the Purify spell chain and rune stone. This spell sucks away all of the Soul from the target slowly, causing the target to be unable to use spells or skills that require Soul. With this spell the target will lose 2d20 Soul per round and Soul restorative potions, skills, and spells are half as effective.

N/A: Only 1 levels with this spell.

Weapon Effect: Dry Spell

Critical Hit causes target to loose 2d12 Soul per round for 1d8 rounds, non-stacking.

30 Soul 3.5 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Distortion

This spell is a part of the Distortion spell chain and rune stone. Distortion causes water to form on the target's eyes. The water distorts the vision of the target, making it difficult to see anything correctly. The target then has Visual Instability for the next four rounds. This gives a penalty of 10 to the target's Hit Chance and makes Hit Targeting unusable.

N/A: Only 1 levels with this spell.

Weapon Effect: Distortion

Critical Hit causes spell effect.

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Hallucinations of Hope

This spell is a part of the Distortion spell chain and rune stone. With this spell your target has the water pulled away from them dehydrating them, causing the target to experience hallucinations. These hallucinations are that of hope, of friends and allies rallying to the target's aide and of success. Meanwhile while experiencing these visions, the targets are dazed. The targets can make a resist check with a 10 point penalty to avoid the effects of this spell.

N/A: Only 1 levels with this spell. N/A 30 Soul 2 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Glacier's Icy Prison

This spell is a part of the Aqua Seed spell chain and rune stone. With this spell you encase the target in a large globe of pure ice. There is no danger of suffocation, but there is no exit. The prison will hold the target until the globe is broken. The globe can take 3d% + caster's Runic Energy points of damage before breaking. Any fire based attack does double damage to the globe. The prisoner of the globe can also attack the globe to break it and be released. For any damage done to the globe, half of it is done to the prisoner, even if done by the prisoner from inside. After four rounds, the prisoner loses all will to be freed. If freed the target is stunned for 1 round.

Level 2 Upgrade: +1d% cage Vitality
Level 3 Upgrade: +1d% cage Vitality
Level 4 Upgrade: +1d% cage Vitality
N/A 40 Soul, +10 per additional level 3, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Riptide

This spell is a part of the Soak spell string and rune stone. This manipulation creates a swirling mass of water that you hurl at incredible speeds towards the target. The water smashes into the target, doing 9d20 damage. In water though, Riptide is more effective. You do not hurl the water, but use the water around you to do more damage. A boost of 2d20 is given if the enemy is in or next to a body of water. Riptide further knocks the target down and brings the target 1d4 spaces closer to you or farther away, your choice.

Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d20.
N/A 30 Soul; +10 per level 3; +1 per level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Aqua Seed

This spell is a part of the Aqua Seed spell chain and rune stone. In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 4d12 points of damage.

Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d12.

Weapon Effect: Aqua Seed

Critical Hit causes spell effect.

10 Soul; +10 per level 0.5; +0.5 per level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Aqua Pull

This spell is a part of the Aqua Seed spell chain and rune stone. With this manipulation, you hit the target with an aqua seed, only to pull back at the last minute. This causes the aqua seed spell to do double damage. This spell is chained with and cast with Aqua Seed.

N/A: Only 1 levels with this spell. N/A 20 Soul 1.5 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Ice Spear

This spell is a part of the Aqua Seed spell chain and rune stone. With this spell you summon as much water vapor and magical water as you can creating a frozen spear of ice.  The Ice Spear pierces the target doing 1d% + 2d20 points of physical damage, 20% piercing. The ice dissipates afterwards.

Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20

Weapon Effect: Ice Spear

Weapon always does 20% piercing damage.

30 Soul; +10 per level 2; +1 per level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Ice Nails

This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation causes water vapor in the area to convert to small ice nails that float around the target. In all, there are five nails. All at once they jab into the body of the target doing a total of 2d% points of damage. They wait and jab into the target again the next round, doing another 2d% points of damage, before dissipating. Both attacks are 10% piecing.

Level 2 Upgrade: Increase 1st attack damage by 1d20.
Level 3 Upgrade: Increase 2nd attack damage by 2d20.
Level 4 Upgrade: Increase both attacks damage by 2d20, inflict bleeding out status at end of spell.
N/A 40 Soul; +10 per level 3; +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Desert's Thirst

This spell is a part of the Scorpion Jab spell chain and rune stone. This spell pulls away all the moisture from the target's mouth and throat. This causes the target to lose half its movement rate and do 25% less physical damage while also causing 8d12 damage per round. If the target has no access to drink, the target receives 12d12 damage per round.

N/A: Only 1 levels with this spell.

Weapon Effect: Desert's Thirst

Critical Hit causes the target to lose half its movement rate and do 25% less physical damage.

20 Soul 3 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Deadman's Thirst

This spell is a part of the Scorpion Jab spell chain and rune stone. This terrible spell leaves the target feeling so parched that it looks for any liquid to satisfy its own thirst. However the dehydration has warped the mind of the target to the point that the target will find no suitable liquid, even if liquid is all around the target. Instead, the target is led to believe that only its own blood will satisfy its terrible thirst. For each round the target must spend a support action to cut itself and drink its own blood before the target can act. The amount of damage the target does to itself is double its melee power. The target also receives the caster's runic energy as damage each round. The target can make a will check against the inital casting with the caster's runic energy as a penalty, but once afflicted the spell must run its course or be dispelled.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 1 target Level 1:  50/80

This is a Tier 3 skill

Level 1: 75/150

Desperate Desires

This spell is a part of the Scorpion Jab spell chain and rune stone. The effect of this dark spell is to cause the target to get so thirsty that the target will stop attacking and try to satisfy its thirst anyway it can. It will drink all of its water if it has any. It will then drink all of its potions the next round. And for the third round, it will harm itself attempting to drink its own blood before sense returns to the target. The target can make a Will check with a 25 point penalty for the spell, and if it fails, a will check for round 2 at a 30 point penalty and round 3 at a 40 point penalty. Round 2 will cause the target to drink any and all potions, including poisons and acids so apply any of those effects. Round 3 is 8d12 Vitality damage with a roll on the d6 with 6 = death. Target cannot do anything else for those 3 rounds.

N/A: Only 1 levels with this spell. N/A 40 Soul 5 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Hypernatraemia

This spell is a part of the Scorpion Jab spell chain and rune stone. This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d10 uses of water to reverse the spell. By the third round if the target has failed to do so, the target is dead. If the target kills the spell caster, the spell will end. As this is technically a status effect, dispel or death of magic will not end its effects. One can only drink 1 use of liquid per round, but the target can not attack to have another use, not move to have another use, not cast a spell, not defend, etc... Therefore unless the target is lucky enough to roll really low, this spell is a death sentance.

N/A: Only 1 levels with this spell.

Weapon Effect: Hypernatraemia

Critical Hit causes dehydration status effect.

50 Soul 6 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Glacier's Force

This spell is a part of the Soak spell chain and rune stone. Casting this spell places a beneficial boon on the target. The target receives a boost in their melee, throw, and bow power of 50 as well as the ability to knock down whomever the target attacks. The spell appears to be a blueish glow over the body of the target. You can include the caster's runic energy to this boost by spending an extra 15 Soul.

N/A: Only 1 levels with this spell.

Weapon Effect: Glacier's Force (Melee Weapon Only)

Hit knocks down target and adds wielder's runic energy to the attack.

50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Vicious Impact

This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation creates an orb of pure, smooth ice. You catapult this orb at a single target. The orb finds its target and lands square in the chest area doing 4d% points of damage. Not only does it do damage but it knocks the wind out of the enemy stunning the enemy for one round.

Level 2 Upgrade: Increase damage by 1d%.
Level 3 Upgrade: Increase damage by 1d%.
Level 4 Upgrade: Increase damage by 1d%.
N/A 60 Soul; +10 per level 6; +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Soak

This spell is a part of the Soak spell chain and rune stone. You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. 

N/A: Only 1 levels with this spell.

Weapon Effect: Soak

Critical Hit inflicts sickness.

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Erode

This spell is a part of the Soak spell chain and rune stone. This manipulation decreases the attack value of the target's equipped weapon by 10% or the target's physical armor protection by 10% each time this spell is used on the target.

Level 2 Upgrade: increase the decrease to 20%
Level 3 Upgrade: increase the decrease to 30%
Level 4 Upgrade: increase the decrease to 40%
N/A 20 Soul; +10 per level 2; +1 per level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Evaporilion

This spell is a part of the Soak spell chain and rune stone. This manipulation draws out the water from the body of the target. 9d20 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half until the target drinks 1 unit of water.

Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20
N/A 40 Soul; +10 per level 4; +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Spiritual Waters

This spell is a part of the Distortion spell chain and rune stone. This spell envelopes the protected target in a mist of spiritual holy water. While in this mist, the target cannot be possessed or controlled. If the target is already under possession or control, this will free the target.

N/A: Only 1 levels with this spell.

Armor Effect: Spiritual Waters

Prevents possession or mind control.

25 Soul 2 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Tsunami's Assault

This spell is a part of the Aqua Seed spell chain and rune stone. This spell unleashes the power of the Tsunami in a concentrated form and on a single target. This spell ripples with water magic as the crushing wave of magic moves from the caster to the target. The magic crashes into the target, doing 20d10 damage.

Level 2 Upgrade: increase damage by 1d12.
Level 3 Upgrade: increase damage by 1d12.
Level 4 Upgrade: increase damage by 1d12.

Weapon Effect: Tsunami's Assault

Critical Hit causes spell effect.

40 Soul; +10 per level 3; +1 per level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Sea's Grasp

This spell is a part of the Aqua Seed spell chain and rune stone. With this manipulation you create three rings of water magic around the target of your choice, then leave them to their own devices. The rings start making sudden movements every which way. The target is thrown around like a rag doll in the magic, as if in a storm out in the ocean. At the end of the second round, the rings shatter. The total damage of 9d20+20 is done at the end of the second round.

N/A: Only 1 levels with this spell. N/A 50 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Serene Strike

This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation calls upon the water vapor in the air to attack a single target of your choosing. The magic puts together the vapor in the air and creates an invisible fist that smashes into the target doing 2d% + 20 points of damage.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 60 Soul; +10 per level 5; +1 per level 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Tidal Strike

This spell is a part of the Aqua Seed spell chain and rune stone. With this manipulation you create the fury of a tidal wave and convert it to attack one target. The water becomes a flowing river of power. You unleash the power onto a single target which is crushed by the water doing 2d% + 100 points of damage.

Level 2 Upgrade: Increase damage by 1d% +15
Level 3 Upgrade: Increase damage by 1d% +15
Level 4 Upgrade: 45% chance to instantly kill target and increase damage by 50.
N/A 70 Soul; +10 per level 6; +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Uplift

This spell is a part of the Soak spell chain and rune stone. This manipulation is made to levitate a target into the air and leave them there for two rounds. At the end of the second round, the water holding the target up will dissipate, but not before putting some water above the target. The damage comes from hitting the ground, dealing 4d20 points of physical damage. During the round the target is levitated, the target may still attack with projectile weapons and spells. You can also use this skill to hold an ally up.

N/A: Only 1 levels with this spell.

Armor Effect: Uplift (Footwear only)

Triple jump range.

15 Soul 1.5 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Warding

This spell is a part of the Purify spell chain and rune stone. Warding protects against magical spell damage. If a damaging spell has the ability to do more than 40 points of damage, then its spell damage is reduced by 40 and the remaining damage is further reduced by 20%. Spells that do 40 points of damage or less will do zero damage. Spells that do not cause damage are not protected against. Any adverse effect from the damaging spell still applies.

N/A: Only 1 levels with this spell.

Armor Effect: Warding

Decreases all water magic damage by 20%.

20 Soul 2.5 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Corrective Proprioception

This spell is a part of the Distortion spell chain and rune stone. The effects of this spell allow you or your enchanted ally to to get a second attempt on any failed skill, spell, or stat check with a 4d12 bonus.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Desert's Warding

This spell is in the Purify spell chain and rune stone. This manipulation places a warding around you or 1 target which repels 75% of all water magic damage.

N/A: Only 1 levels with this spell.

Armor Effect: Desert's Warding

Grants you spirit protection against water magic of +10.

40 Soul 4 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Tags: Aquamancy